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[Removed] Sandrah NPC


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#921 Roxanne

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Posted 17 January 2016 - 12:35 PM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

 

 

You've made your position clear, so I'll just note that I wouldn't have any trouble accepting a rule change in this aspect after ToB, considering the story up to that point.

 

If I am not mistaken, all it needs for *game over* not to work anymore is to

SetGlobal("#GBhaalHP1","GLOBAL",22)

at your console, where or when you want.

I missed one of your comments while writing myself at the same time.

I have considered your points again and maybe there is a valid point to disable the no dead feature in RtF per default.

Reason:

The  "no game over" feature according to the mod that introduces it, is a consequence of the PC's Bhaalpowers. At the end of ToB the PC loses these powers regardless of his/her final decision.

- PC loses the ability to change into Slayer at will

- PC loses the ability to re-visit the enclave of Bhaal (ToB Pocket Plane)

- PC loses the extra protection from death

In a way that is consequentual.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#922 agb1

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Posted 17 January 2016 - 12:38 PM

That logic makes sense to me.  I approve this proposal.


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#923 Roxanne

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Posted 17 January 2016 - 12:49 PM

That logic makes sense to me.  I approve this proposal.

At the end of ToB and when continuing for RtF the PC loses the Bhaalpowers.

- PC loses the ability to change into Slayer at will (already implemented in RtF)

- PC loses the ability to re-visit the enclave of Bhaal (ToB Pocket Plane) (already implemented in RtF)

- PC loses the extra protection from death in case the "game over only on party death " feature is implemented (RtF updated for this correction, this is now implemented in ToB).


Edited by Roxanne, 17 January 2016 - 12:57 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#924 agb1

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Posted 17 January 2016 - 12:59 PM

Thanks Roxanne.  Are the following revised notice rules for BWS stated correctly?

 

1. Mods that spawn pure BG1 creatures in BG2 are not recommended with Sandrah because multiple (duplicate) copies of these creatures will be found in the game and the pure BG1 creatures will not correctly participate in Sandrah quest content

 

CW:SandrahNPC(-):BG1NPCSoA(-)|SmilingImpCrossBanterMod(-)|Worgas(2):BGTTweak(1800|1801|1802|1803|1804|1805|1806|1807|1808|1809|1810|1811|1812|1813|1814|1815)

 
2. Using teleport mod with Sandrah is unnecessary and can cause problems (see teleport mod description in BWS)
 
CW:SandrahNPC(-):teleport(-)
 
The teleport mod description has this note:  
Spoiler
 
3. Jarl's Adventure Pack hides creatures that are needed to trigger quests for Sandrah
 
CW:SandrahNPC(-):JA#BGT_AdvPack(1)
 

Edited by agb1, 17 January 2016 - 01:01 PM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#925 Roxanne

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Posted 17 January 2016 - 01:10 PM

Thanks Roxanne.  Are the following revised notice rules for BWS stated correctly?

 

1. Mods that spawn pure BG1 creatures in BG2 are not recommended with Sandrah because multiple (duplicate) copies of these creatures will be found in the game and the pure BG1 creatures will not correctly participate in Sandrah RtF quest content, as you will be able to revisit both BG1 and BG2/ToB areas during the mod.

 

CW:SandrahNPC(-):BG1NPCSoA(-)|SmilingImpCrossBanterMod(-)|Worgas(2):BGTTweak(1800|1801|1802|1803|1804|1805|1806|1807|1808|1809|1810|1811|1812|1813|1814|1815)

 
2. Using teleport mod with Sandrah is unnecessary and can cause problems (see teleport mod description in BWS)
 
CW:SandrahNPC(-):teleport(-)
 
The teleport mod description has this note:  
Spoiler
 
3. Jarl's Adventure Pack renames creatures that are needed to trigger quests for Sandrah
 
CW:SandrahNPC(-):JA#BGT_AdvPack(1)
 

I have slightly edited the descriptions


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#926 agb1

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Posted 17 January 2016 - 01:37 PM

Thanks.  BWS is now updated with these changes.


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Latest version:    https://bitbucket.or.../get/master.zip


#927 agb1

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Posted 17 January 2016 - 01:49 PM

Just opened this:  https://github.com/K...Tweaks/issues/3


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Latest version:    https://bitbucket.or.../get/master.zip


#928 Roxanne

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Posted 17 January 2016 - 01:59 PM

Just opened this:  https://github.com/K...Tweaks/issues/3

But this is a different mod, not the one for BGT discussed before.

Also, EET Tweaks is not yet officially released just like the whole of EET - I think this feature is currently a developpers tool still left for modders to make life easier, it may not be a feature of EET when it comes out.

And...SandrahEET does not (yet) exist.

 

But, then, it does not hurt.


Edited by Roxanne, 17 January 2016 - 02:00 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#929 Bronkhorst

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Posted 17 January 2016 - 02:32 PM

I've found three shadow druids in EE Keeper. They are CVDRUD1, CVDRUD2, and CVDRUD3. The first two have the override script SHOUTDLG, and the third has RR#PICKP.

 

Also the fat man and the warriors of Talos don't like fighting.

 

Fat man

Script: Sandbl1

Override: SHOUTPRO

 

Warrior of Talos

Script: CVTalow1

Override: none



#930 Roxanne

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Posted 17 January 2016 - 02:45 PM

I've found three shadow druids in EE Keeper. They are CVDRUD1, CVDRUD2, and CVDRUD3. The first two have the override script SHOUTDLG, and the third has RR#PICKP.

 

Also the fat man and the warriors of Talos don't like fighting.

 

Fat man

Script: Sandbl1

Override: SHOUTPRO

 

Warrior of Talos

Script: CVTalow1

Override: none

Since you are at it . could you also check their other scripts -

the three druids should have class script BPDru12a

Fat Man should have default script BPDemon

Warrior of Talos should have override CVTaloa (yours has it not)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#931 Roxanne

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Posted 17 January 2016 - 03:09 PM

I've found three shadow druids in EE Keeper. They are CVDRUD1, CVDRUD2, and CVDRUD3. The first two have the override script SHOUTDLG, and the third has RR#PICKP.

 

Also the fat man and the warriors of Talos don't like fighting.

 

Fat man

Script: Sandbl1

Override: SHOUTPRO

 

Warrior of Talos

Script: CVTalow1

Override: none

Since you are at it . could you also check their other scripts -

the three druids should have class script BPDru12a

Fat Man should have default script BPDemon

Warrior of Talos should have override CVTaloa (yours has it not)

Just another question - is it just Sandrah creatures or do you have other creatures acting strange as well? Spellcasters just attacking with their sticks, orc priests doing nothing etc?

Those issues appear if a number of Tweak mods are installed in a game that do not work very well together (i.e. the problem is mostly outside of the Sandrah mod, although I try to prevent them whereever possible).


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#932 Bronkhorst

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Posted 17 January 2016 - 03:15 PM

All those scripts are missing.

 

The override on the Warriors of Talos works - now a very difficult battle.

 

No success though with the druids at the carnival or the Fat Man.



#933 Bronkhorst

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Posted 17 January 2016 - 03:19 PM

I've found three shadow druids in EE Keeper. They are CVDRUD1, CVDRUD2, and CVDRUD3. The first two have the override script SHOUTDLG, and the third has RR#PICKP.

 

Also the fat man and the warriors of Talos don't like fighting.

 

Fat man

Script: Sandbl1

Override: SHOUTPRO

 

Warrior of Talos

Script: CVTalow1

Override: none

Since you are at it . could you also check their other scripts -

the three druids should have class script BPDru12a

Fat Man should have default script BPDemon

Warrior of Talos should have override CVTaloa (yours has it not)

Just another question - is it just Sandrah creatures or do you have other creatures acting strange as well? Spellcasters just attacking with their sticks, orc priests doing nothing etc?

Those issues appear if a number of Tweak mods are installed in a game that do not work very well together (i.e. the problem is mostly outside of the Sandrah mod, although I try to prevent them whereever possible).

No. I have had this on previous installations with the Xvart shaman not casting spells and Teldorn warriors not doing anything (stone of askavar) but not encountered this with the latest BWS.



#934 Bronkhorst

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Posted 17 January 2016 - 03:43 PM

The Fat Man is missing a class script - this was "BPMAG18A" on an old installation I did a while back.

 

Generally I don't install Tweak mods, just the ones on the recommended setting of BWS.



#935 Roxanne

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Posted 17 January 2016 - 10:09 PM

The Fat Man is missing a class script - this was "BPMAG18A" on an old installation I did a while back.

 

Generally I don't install Tweak mods, just the ones on the recommended setting of BWS.

Ok I will see if I can reproduce those issues. If not, it may still be some mod changing the contents of those scripts - there is one that does and maybe you have it installed. If you kbow how to run changelog you could investigate it.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#936 agb1

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Posted 17 January 2016 - 10:35 PM

Bronkhorst, would you please attach your weidu.log?


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BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#937 Roxanne

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Posted 17 January 2016 - 11:27 PM

The Fat Man is missing a class script - this was "BPMAG18A" on an old installation I did a while back.

 

Generally I don't install Tweak mods, just the ones on the recommended setting of BWS.

Ok I will see if I can reproduce those issues. If not, it may still be some mod changing the contents of those scripts - there is one that does and maybe you have it installed. If you kbow how to run changelog you could investigate it.

Just a hint - maybe you know it, maybe not - if you do changes to a cre it has no effect if you reload a save that already contains the changed creature, the game loads the saved version not the new one. You either need to go back to a save before the creatures were spawned or use CreateCreature to spawn a new version or (I do not know how to do it with EEKeeper, I use NI) change it in the savegame. (If you create creature for Fat Man you need to be either outside Friendly Arm or High Hedge)

Also for further installs it may be good to use the highly improved BWS tool that avoids all (yet known) mod conflicts.

Yes, Fat Man had BPMag18a, which no longer exists - he now should have Mage18a Class and BPDemon Default. (at least if you use a recent version of the Sandrah mod).

I still cannot find what is wrong with those druids.

 

PS While you are at it you may want to check that creature BW05Moni has either override script Sanmoni or Sanmonik assigned - you may meet her later and she was a candidate for errors until a recent update of my mod.


Edited by Roxanne, 18 January 2016 - 01:42 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#938 Roxanne

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Posted 18 January 2016 - 01:40 AM

As a general consequence of those reports above by Bronkhorst and some others, plus my own experience, I will start to replace more and more common files used in the Sandrah mod by custom ones that cannot be tweaked. This is also done during the re-build of the mod for EET. I will give priority to those creatures that have turned up in reports but also revisit others. This will be an ongoing process.

 

The initial concept to use BGT common files was intended for customisation and adaptability (if a user chose some tweaks it was supposed that Sandrah creatures would react according to that intention). This approach has failed as too many tweak mods do too many non-synchronised changes and the game basis is completely unstable. The benefits do not compensate for the eventual errors.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#939 Roxanne

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Posted 18 January 2016 - 03:00 AM

Here is an attempt to fix Sandrah druid issue

 

Extract to game folder and run the exe. (ignore warnings and accept overriding files if such appears)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#940 konva

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Posted 18 January 2016 - 03:13 AM

well, when I read all this, Im impressed, how an old game from 2000 year still have such community :) still new and new mods, fixes for old mods, and even BWS still updated :)